884 resultados para international virtual networking capabilities


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In November 2014, a new EU Regulation to address Invasive Alien Species (IAS) and protect biodiversity was published. This entered into force across the EU in January 2015. The aim of the Regulation is to ‘prevent the introduction of, control or eradicate alien species which threaten ecosystems, habitats or species’. In an effort to provide focus to the Regulation prior to its publishing and to identify the major issues relating to Invasive Alien Species in Europe, the views of invasive species experts from around the world were sought. These were consolidated at an international conference (Freshwater Invasives - Networking for Strategy (FINS)) that was held in Ireland in April 2013. A major outcome from this meeting of experts was the production of the Top 20 IAS issues that relate primarily to freshwater habitats but are also directly relevant to marine and terrestrial ecosystems. This list will support policy makers throughout the EU as preparations are made to implement this important piece of legislation. A further outcome from the conference was the formation of an expert IAS Advisory Group to support EIFAAC in its work on invasive species

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Multiple Table Lookup architectures in Software Defined Networking (SDN) open the door for exciting new network applications. The development of the OpenFlow protocol supported the SDN paradigm. However, the first version of the OpenFlow protocol specified a single table lookup model with the associated constraints in flow entry numbers and search capabilities. With the introduction of multiple table lookup in OpenFlow v1.1, flexible and efficient search to support SDN application innovation became possible. However, implementation of multiple table lookup in hardware to meet high performance requirements is non-trivial. One possible approach involves the use of multi-dimensional lookup algorithms. A high lookup performance can be achieved by using embedded memory for flow entry storage. A detailed study of OpenFlow flow filters for multi-dimensional lookup is presented in this paper. Based on a proposed multiple table lookup architecture, the memory consumption and update performance using parallel single field searches are evaluated. The results demonstrate an efficient multi-table lookup implementation with minimum memory usage.

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How can applications be deployed on the cloud to achieve maximum performance? This question has become significant and challenging with the availability of a wide variety of Virtual Machines (VMs) with different performance capabilities in the cloud. The above question is addressed by proposing a six step benchmarking methodology in which a user provides a set of four weights that indicate how important each of the following groups: memory, processor, computation and storage are to the application that needs to be executed on the cloud. The weights along with cloud benchmarking data are used to generate a ranking of VMs that can maximise performance of the application. The rankings are validated through an empirical analysis using two case study applications, the first is a financial risk application and the second is a molecular dynamics simulation, which are both representative of workloads that can benefit from execution on the cloud. Both case studies validate the feasibility of the methodology and highlight that maximum performance can be achieved on the cloud by selecting the top ranked VMs produced by the methodology.

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With the availability of a wide range of cloud Virtual Machines (VMs) it is difficult to determine which VMs can maximise the performance of an application. Benchmarking is commonly used to this end for capturing the performance of VMs. Most cloud benchmarking techniques are typically heavyweight - time consuming processes which have to benchmark the entire VM in order to obtain accurate benchmark data. Such benchmarks cannot be used in real-time on the cloud and incur extra costs even before an application is deployed.

In this paper, we present lightweight cloud benchmarking techniques that execute quickly and can be used in near real-time on the cloud. The exploration of lightweight benchmarking techniques are facilitated by the development of DocLite - Docker Container-based Lightweight Benchmarking. DocLite is built on the Docker container technology which allows a user-defined portion (such as memory size and the number of CPU cores) of the VM to be benchmarked. DocLite operates in two modes, in the first mode, containers are used to benchmark a small portion of the VM to generate performance ranks. In the second mode, historic benchmark data is used along with the first mode as a hybrid to generate VM ranks. The generated ranks are evaluated against three scientific high-performance computing applications. The proposed techniques are up to 91 times faster than a heavyweight technique which benchmarks the entire VM. It is observed that the first mode can generate ranks with over 90% and 86% accuracy for sequential and parallel execution of an application. The hybrid mode improves the correlation slightly but the first mode is sufficient for benchmarking cloud VMs.

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Network management tools must be able to monitor and analyze traffic flowing through network systems. According to the OpenFlow protocol applied in Software-Defined Networking (SDN), packets are classified into flows that are searched in flow tables. Further actions, such as packet forwarding, modification, and redirection to a group table, are made in the flow table with respect to the search results. A novel hardware solution for SDN-enabled packet classification is presented in this paper. The proposed scheme is focused on a label-based search method, achieving high flexibility in memory usage. The implemented hardware architecture provides optimal lookup performance by configuring the search algorithm and by performing fast incremental update as programmed the software controller.

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Recent trends, such as Software-Defined Networking (SDN), introduce programmability to the network with the opportunity to dynamically route traffic based on flow descriptions. Packet header lookup is the first phase in this process. In this paper, we illustrate improved header lookup and flow rule update speeds over conventional lookup algorithms. This is achieved by performing individual packet header field searches and combining the search results. We propose that individual algorithms should be selected for packet classification based on the application requirements. Improving the network processing performance with our configurable solution will directly support the proposed capability of programmability in SDN.

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Nowadays, the realization of the Virtual Factory (VF) is the strategic goal of many manufacturing enterprises for the coming years. The industrial scenario is characterized by the dynamics of innovations increment and the product life cycle became shorter. Furthermore products and the corresponding manufacturing processes get more and more complex. Therefore, companies need new methods for the planning of manufacturing systems.
To date, the efforts have focused on the creation of an integrated environment to design and manage the manufacturing process of a new product. The future goal is to integrate Virtual Reality (VR) tools into the Product Lifecycle Management of the manufacturing industries.
In order to realize this goal the authors have conducted a study to perform VF simulation steps for a supplier of Industrial Automation Systems and have provided a structured approach focusing on interaction between simulation software and VR hardware tools in order to simulate both robotic and
manual work cells.
The first results of the study in progress have been carried out in the VR Laboratory of the Competence Regional Centre for the qualification of the Transportation Systems that has been founded by Campania Region.

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Research in the field of sports performance is constantly developing new technology to help extract meaningful data to aid in understanding in a multitude of areas such as improving technical or motor performance. Video playback has previously been extensively used for exploring anticipatory behaviour. However, when using such systems, perception is not active. This loses key information that only emerges from the dynamics of the action unfolding over time and the active perception of the observer. Virtual reality (VR) may be used to overcome such issues. This paper presents the architecture and initial implementation of a novel VR cricket simulator, utilising state of the art motion capture technology (21 Vicon cameras capturing kinematic profile of elite bowlers) and emerging VR technology (Intersense IS-900 tracking combined with Qualisys Motion capture cameras with visual display via Sony Head Mounted Display HMZ-T1), applied in a cricket scenario to examine varying components of decision and action for cricket batters. This provided an experience with a high level of presence allowing for a real-time egocentric view-point to be presented to participants. Cyclical user-testing was carried out, utilisng both qualitative and quantitative approaches, with users reporting a positive experience in use of the system.

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A difusão das tecnologias da informação e comunicação fomenta mudanças qualitativas nas práticas pedagógicas, proporcionando a criação de comunidades de aprendizagem entre aprendentes de diferentes pontos do mundo. Tendo como referência a pedagogia crítica para a emancipação (Freire, 1997; Giroux, 1997), este estudo analisou de que forma aprendentes de diferentes proveniências linguístico-culturais desenvolvem a sua consciência cultural crítica (Byram, 1997), quando colocados em situação de trabalho colaborativo on-line, formando uma comunidade de aprendizagem, através do recurso a uma plataforma especialmente concebida para o efeito, a 2ndschool.eu, na qual foram levados a desenvolver um trabalho de natureza interdisciplinar. Pretendíamos que esta plataforma fomentasse questionamentos por parte dos seus membros. Como tal, integrámos diferentes instrumentos de comunicação eletrónica (chat, fóruns e e-mail), através dos quais se promoveu a interação entre os participantes no projeto, alunos e professores (de diversas áreas disciplinares) do Ensino Secundário belga, búlgaro, grego, polaco, português e sueco, com vista à realização de uma tarefa comum: a edição de um trabalho de projeto de análise crítica de reportagens, artigos de opinião e fotos de jornais acerca de tópicos da atualidade nacional e/ou internacional. Tivemos em conta uma metodologia de investigação mais orientada para o estudo de caso e análise do discurso. Para tal, recorremos a dois tipos de instrumentos de recolha de dados: as impressões das discussões estabelecidas através de chat, fóruns, blogs e wikis e os resultados de três questionários sobre o perfil sociolinguístico e cultural dos participantes, a avaliação da plataforma virtual e o inventário de estratégias mais eficazes na negociação de saberes estabelecida. Concluímos que os alunos (re)constroem saberes, pois revelam representações que têm acerca de situações-problema, refletem acerca das mesmas e, posteriormente, disseminam ativamente pontos de vista críticos através de ferramentas Web 2.0, como forma de as resolver. Enquanto verdadeiros pronetários, foram capazes de recorrer a estratégias de comunicação que fomentam a busca de entendimento com o Outro, num caminho oscilante entre o concordar e o discordar, entre o ajudar e o solicitar ajuda, entre o opinar e o escutar, entre o avaliar e o ser avaliado e entre o corrigir e o ser corrigido. Identificámos como principais limitações do nosso estudo a dificuldade de análise das práticas interdisciplinares dos interlocutores internacionais, a desmotivação de alguns aprendentes nas tarefas e ainda o reduzido recurso ao videochat, pelo desconforto no seu uso. Por isso, consideramos que futuras investigações deverão debruçar-se nestas questões.

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Semi-autonomous avatars should be both realistic and believable. The goal is to learn from and reproduce the behaviours of the user-controlled input to enable semi-autonomous avatars to plausibly interact with their human-controlled counterparts. A powerful tool for embedding autonomous behaviour is learning by imitation. Hence, in this paper an ensemble of fuzzy inference systems cluster the user input data to identify natural groupings within the data to describe the users movement and actions in a more abstract way. Multiple clustering algorithms are investigated along with a neuro-fuzzy classifier; and an ensemble of fuzzy systems are evaluated.